Khalorim (5e Template)

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Khalorim Merfolk[edit]

On the distant planet of Kaimere, magic, acting as microorganisms capable of incredible feats, is known to infect living organisms and use them as a host similar to a virus. While these are usually completely undetected by the host, there are more aggressive strains that can warp them into monstrous beings, referred to by Kaimerans as "demons."[1] If these viral hives come into contact with a host that has hereditary magic, these may under rare circumstances turn them into extremely powerful demons. It is through this process, the extinct First Children are believed to have created the first homunculi.[2] Some of the most famous of these homunculi are the merfolk of the Known World, of which there are at least three that are confirmed. Of these three, the most famous and well researched are known to the Khalin of the Kenta Islands as the khalorim, who inhabit the waters just north of the Inland Sea of the Known World. The home waters of these merfolk are made up of thousands of scattered islands and are primarily comprised of coral reefs, unlike the waters of the Inland Sea which are mostly sea grass, and it is through their longstanding, positive relationship with the Kentarim that these merfolk are willing to divulge pieces of their history and culture to vouched for scholars.
Thanks to these efforts, it is now known that the khalorim were created by the First Children, though why they were created is unknown as they do not speak of their creators. All that can be gleamed is that they view their creators in a hateful light, meaning that whatever they were made to do was most certainly cruel and monstrous. Some of them are capable of birthing clones of themselves but all the khalorim, like many homunculi, can reproduce by creating thralls- infecting humanoids with a portion of their magic to turn them into a khalorim. However, to do so without the will of the person they turn and to continue their control over the mental faculties and will is a heinous breach of the Khalorim covenant and strictly punished: the Khalorim have formed a cohesive society in the reefs they dwell and have a strict covenant they adhere to. In conjunction with the treaties they share with the Kentarim, this sets rules on fishing territories, where the Kentarim won't go, and turning people into thralls; a thrall must be made willingly and be released from the mental control immediately upon transformation.

Prerequisite

Any living humanoid (I.e not warforged or hollow one[3]). The other creature the khalorim takes traits from must be a Medium or smaller marine beast that is a fish (such as a reef shark), mammal (such as a dolphin), reptile (such as an ichtyosaur), or bird (such as a penguin).

Statistics[edit]

Type. The khalorim's creature type changes to monstrosity.

Equipment. The khalorim carries a spear if it has any equipment at all. It however does not have any armor, at least for the base template.

Abilities. The khalorim gains the Strength, Dexterity, and Constitution scores of the marine animal they share traits with, while its Intelligence, Wisdom, and Charisma remains the same.

Armor Class. The khalorim gains the AC (natural armor) of the marine Beast it shares traits with. If it does not have natural armor, the khalorim's AC is based on its dexterity.

Hit Dice The khalorim gains the hit dice of the marine Beast it shares traits with or they increase by 2 (whichever is higher).

Languages The khalorim speaks Aquan, as well as any languages it know prior to transformation.

Skills The khalorim gains proficiency in Survival, along with the proficiencies of the marine Beast it shares traits with and any skills they

Alignment The khalorim's alignment is unchanged.

Movement. The khalorim walking speed is reduced to 5 ft. and it gains the swimming speed of the marine animal it shares traits with. For example, a reef shark khalorim has a 5 ft. walking speed and a 40 ft. swim speed.

Traits[edit]

Homunculi Nature. If the khalorim is reduced to 0 hit points by nonmagical damage, it resurrects with half its hit points in 1d4 hours.

Limited Amphibiousness. The khalorim can breathe water for 30 minutes but must hold its breath until it is able to breathe air afterwards. (This trait is only for khalorim with fish traits, otherwise it had the Hold Breath trait as per the animal it is taking from).

Other Traits. The khalorim gains traits from the beast it is combined with. Otherwise, it keeps the traits it had prior to its transformation.

Actions[edit]

Create Thrall. The khalorim infects a humanoid it is grappling with viral magic. The infected target must make a DC 15 death saving throw at the start of each of their turns. If it fails three, the target dies and is resurrected in 1d4 hours as a khalorim, as per the template above. If the target is unconsious, it has disadvantage on the death saving throws. If it is dead, the target automatically fails. The target may choose to fail the saving throws and let the transformation take hold. The thrall is under the merfolk's control, much like a vampire's control over vampire spawn, until the creator chooses to release the thrall from their bond.

Other than the above trait, the khalorim has the same actions as the Beast it shares traits with.

CR Calculation[edit]

Recalculate the creature's CR baaed on the traits it gains from the Beast used and how these change its hit points, damage, attack bonus, natural armor (if any), and Create Thrall

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  1. Not to be confused with the creature type in the monster manual. For more information, check out Tales of Kaimere on YouTube and DeviantArt
  2. Not to be confused with the creature in the monster manual. For more information, check out Tales of Kaimere on YouTube and DeviantArt
  3. Explorer's Guide to Wildemount pg. 181